Sidi Rezegh Airfield

Sidi Rezegh Airfield

scenario_SidiRezeghAirfield_start

“Listen up, boys! Back in November ‘41, the battle for Sidi Rezegh Airfield was one hell of a dust-up in the North African sands. The South Africans and the British 7th Armoured Division—those Desert Rats—were gunning to knock the Axis on their heels and bust open that siege at Tobruk.

The Germans and their Italian pals weren’t about to give up that airfield without a fight. Our boys slammed into those anti-tank guns and Panzers like a battering ram, and at first, they made some headway. But Rommel, that desert fox, came roaring back with his own counterattack, and it turned into a slugfest—blood, sweat, and tanks grinding it out in the sand.

In the end, the Brits had to pull back from the airfield, but they gave Rommel a bloody nose and knocked his supply lines out of whack. And don’t forget—Operation Crusader didn’t end there. That airfield scrap was part of the bigger plan that finally lifted the siege of Tobruk and turned the tables in North Africa.

So remember this, men: sometimes you take a few lumps, but you keep punching, and that’s how you win the war!

~~ General Howitzer

5 VP’s

Card Balance:

Allies – 4

Axis – 5

Complexity:

2

Conditions:

Desert

Location:

North Africa

Year:

1941

Theater:

Mediterranean

Campaign

Summary:
This desert scenario has a roadway passing through two sections cutting at an angle, blocked by escarpments. This is a tank battle ‘mano-a-mano’ and in many cases the attacker with the early momentum can gain the upper-hand and win.

Objectives:
This is a 5 VP game, and since it is a tank battle will go very quickly. The Axis begins with one point already, thanks to their control of the airfiled. 2.

Battlefield:
The field of play is all desert, with an escarpment and road running at any angle through much of the right flank. The small opening between escarpments is where the Axis will have to attack. The British can attempt to use the road for rapid progress towards the top of the map where the airfield lies.

Troops:
The Axis begin with an armor and mobility advantage to their side. The British also have no infantry, so some of infantry command cards will be converted to sigle armor unit commands.

Allied Strategy:

1. Allies need to remember that because of North African Desert rules, your armor can only move two hexes, while Axis can move three. Watch your armor placement carefully to avoid a series of close assault attacks.

2. The Allied armor begins in a congested formation with several units having no retreat options. This places the Allies in a position, since they move first of attacking the Axis armor immediately, before they are attacked – while they are still pinned against the back border – by the three-hex moving Axis units. So even if the card do not allow you to move a lot of units, you simply must attack and get your forces forward.

3. The British will need to attack an overwhelming tank force which has greater mobility than them (3 hex moves vs. 2 hex moves). In order to do this, it may help to threaten an attack on the airfield, thus diverting some Axis armor resources towards defense of said airfield.

Axis Strategy:

1. Axis begins with one victory medal for the airfield. As long as they hold the airfield, they keep the medal. So part of Axis’ considerations and planning must not only include the outright attack on the Allies in the sand, but also thought must be given to defending the airfield. Do not allow the Allies to distract you, while they prepare for an assault against it.

Battle Reports

(percentage of Allied victories):

28%

23
BR - Sidi Rezegh

Author:

Days of Wonder

Link:

Securing the Flank

Securing the Flank

The battle “Securing the Flank” near Caen, France, was part of the Allied efforts during the Normandy Campaign of World War II in the summer of 1944. Following the D-Day landings, the Allies sought to expand their beachheads and secure strategic positions to enable further advances into German-occupied France.  The fighting around Caen was marked by intense battles in open fields, villages, and bocage (hedgerow) terrain, which slowed Allied progress and caused heavy casualties. Despite these challenges, the Allies ultimately succeeded in securing the area, paving the way for the liberation of Normandy and the advance toward Paris.

5 VP’s

Card Balance:

Allies – 4

Axis – 5

Complexity:

3

Conditions: 

Countryside

Location:

France

Year:

1944

Theater:

Western

Campaign:

Normandy Invasion

Summary:

Objectives:

5 VP’s, including two temporary Medal Objectives

Battlefield: 

The center of this battlefield has a range of hills facing a three hex town with a Objective medal for the Allies. Control of the center will determine success in this scenario.

Troops:

Allies – 9 Infantry, 4 Armor

Axis – 7 Infantry, 3 Armor, 1 Artillery

Allied Strategy:

1.  The Allies have a temporary medal objective in the town of Fontenay le Pesnel in the top center section.  So grab the hilly ridge just below it, to launch the attack. As you attack the Axis forces around the battle field, you can continue to push up into the city, forcing the enemy to defend on multiple fronts.

2.  Your two infantry in the right section are open and undefended. Get them into the forest hexes as soon as you can.  The Axis have a couple of armor stuck behind hedgerows so you have a bit of time to secure your forces.

3.  Because of the enemy artillery, the left flank is your weak flank. The large open countryside is dangerous territory for your troops to try to cross with the enemy infantry sandbagged in the woods, combined with the artillery.

Axis Strategy:

1.  Your armor in the lower left flank needs to get into action as soon as possible. It will take one move just to move them into a position where they can respond to enemy threats. Do that at your first opporunity.

2. Once you have your armor in place on the left flank, your next concern is your right flank, which can become overwhelmed if the enemy is aggressive and has the right set of cards. 

3.  Move your artillery on your right flank forward when you can.  This will give you 2D attack on the front two hexes of the center hill.  This will mute the Axis attack against your fortified infantry in the center.

12
BR - Securing the Flank

Author:

Days of Wonder

URL

Panzers vs. Grants

Panzers vs. Grants

“Listen up, boys! In May ‘42, in the blazing North African desert, the British 7th Armoured Division rolled out their shiny new Grants—those big 75mm guns looked damn impressive on paper. They thought they’d finally have the edge over Rommel’s Panzers.

But let me tell you, those German 15th Panzer boys weren’t in the habit of rolling over for anyone! They didn’t give a damn about new tanks—they had the tactics, the guts, and the desert smarts. The British fought hard, but the Germans danced circles around them, turning that desert into a killing ground.

In the end, those Grants put up a hell of a fight, but the Germans sent ‘em packing. That’s the lesson of that day, boys—firepower alone don’t win the battle; it’s the man in the tank and the way he fights that makes the difference!

~~ General Howitzer

5 VP’s

Card Balance:

Allies – 4

Axis – 6

Complexity:

2

Conditions:

Desert

Location:

North Africa

Year:

1942

Theater:

Mediterranean Theater

Campaign:

Battle of Gazala

Codename

Summary:

This scenario is played out on an almost wide-open sandy battlefield with tanks battling it out. It is a great test of the attacking power of the Allied Grants vs. the German Panzers.

Objectives:
This is a 5 VP game, and since it is on an open desert battlefield, it will proceed rather quickly. There is one Medal Objective hex for the Axis in the form of the British HQ and Supply Tents.

Battlefield:
An open desert terrain with just a few sand dunes and an oasis.

Troops:
Seven Panzers vs five Grants, balanced by the fact the Axis only have 1 infantry, and the British have five. No artillery.

Allied Strategy:

1. As the Allies, you are at an armor disadvantage. The enemy starts the scenario with most of the armor misplaced on the flanks, and only two in the center section. But as soon as they consolidate their forces together, you will feel the might of their firepower. Therefore you need to work your units, infantry and armor as a cohesive force. Do not let your armor get out way ahead of the infantry. Work them together for a stronger attack.

2. Focus your effort and cards, as they will allow, on the center section where you can defend against attacks from either flank.

3. The goal is five VP’s, and since the enemy only has two infantry, this means you will have to take out at least three Panzer units.

Axis Strategy:

1.  Your Panzers in the center and right flank are outnumbered due to the four-figure tank units of the British, so you will need to get your Panzers which are stuck behind the palm forest on left flank into the game as soon as you can.

Classic Battle Reports:

(percentage of Allied victories)

32%

9
BR - Panzers

Author:

Days of Wonder

URL

Into the Cauldron

Into the Cauldron

Scenario_IntoTheCauldron_start

Rommel’s Panzers had bloodied the British 7th Armoured, but they’d shot their bolt. The Afrikakorps was jammed into what we’d call a pressure cooker—“the Cauldron.” To the south, Bir Hakeim held firm. To thea north, Tobruk was still in enemy hands. East and north, the tattered remains of British armor blocked the way. And to the west, minefields stretched like a wall of steel.

The Brits, blind to how short the Germans were on fuel and shells, failed to strike while the iron was hot. That hesitation let Rommel dig in around the ridges of Sidi Muftah, while his Italian allies clawed through minefields under heavy fire to drag supplies forward. When the British finally counterattacked on June 5th, it was sloppy and ill-timed—broken against the German anti-tank guns. A golden chance to smash the Desert Fox had slipped right through their fingers.

~~ General Howitzer

6 VP’s

Card Balance:

Allies – 4

Axis – 5

Complexity:

3

Conditions:

Desert

Context:

Historical

Location:

North Africa

Year:

1942

Theater:

Mediterranean Theater

Campaign:

Battle of El Almein

Summary:

Objectives:

6 VP’s, plus Exit Hex Medals

Battlefield:

This desert scenario has a series of sand dunes across the center of all three sections on which are perched sandbagged Axis troops ready for battle. The challenge for the Allies is with their greater armored forces are to force their way through to victory.

Troops:

Allies –  7 Infantry, 7 Armor

Axis – 8 Infantry, 5 Armor

Allied Strategy:

1.  The Allies have numerical superiority on the left flank, which can be exploited. Also note that the Allies have a 7 -5 advantage with armor. It is important to quickly take advantage of this superiority, as desert warfare can very quickly turn around with a few well-rolled armor attack dice.

2. Use any attack cards you get, to pull your armor forward one hex, and aim their turrets at the enemy three hexes away on the dunes. In this way, you can start to degrade the enemy attack from the dunes. With some well-rolled dice, you can attack the sandbagged infantry from a distance, and possibly score a quick VP. But be wary of the sandbagged armor units on each flank, which are well protected, and can very quickly knock out your armor units with a few attacks. Also the sandbagged anti-tank units can score against your armor with stars, thus raising the likelihood of a successful armor hit from 33% to 50% per dice roll.

3. You have two units of hexes in bunkers deep in the enemy territory, next to the exit hexes. Be very careful about moving them from the bunkers. Once you do so, all their protection is gone, and since they are surrounded by enemy troops, will be destroyed quickly. But if you keep them in the bunkers and use them as harassment, they can distract the Axis troops from applying all of their fire-power at the unprotected Allied troops trying to make an attack uphill against the sandbagged Axis defenders.

Axis:

1. One special Victory Point which the Axis can take advantage of is the escape hex through the minefield. Don’t waste a lot of your forces trying to find it, but one unit assigned to opening the escape path while the rest battle the British could be a path to an ‘easy’ VP.

2.  The Allies have a numerical superiority of armor.  Don’t launch an armor attack prematurely.  Use your sandbagged infantry and armor units to slowly degrade the enemy. Be prepared should they try to launch an assault. Keep your responsiveness ready so you are prepared for whichever direction they come.

3.  Watch out for the two enemy infantry units lodged in the bunkers along the backrow. Have an armor unit ready to respond with devastating force should they venture out of the bunkers.

Battle Reports

(percentage of Allied victories):

48%

12
BR - Cauldron

Author:

Days of Wonder

Link:

Hellfire Pass

Hellfire Pass

The Axis forces, under the command of the German Afrika Korps led by General Erwin Rommel, had been advancing westward across North Africa. The British Eighth Army, under General Sir Archibald Wavell, was tasked with halting the Axis advance. The Halfaya Pass (“Hellfire Pass”) was a vital position because it controlled the main route through the mountains, providing access to the coastal road between Egypt and Libya.

In early June 1941, after a series of skirmishes and engagements, British forces launched a counterattack aimed at recapturing the pass and preventing further Axis advances into Egypt. The British operation was led by the 7th Armoured Division, supported by infantry and artillery.

6 VP’s

Card Balance:

Allies – 4

Axis – 6

Complexity:

3

Conditions:

Desert

Context:

Historical

Location:

Egyptian – Libyan border

Year:

1941

Theater:

North Africa

Campaign

Codename:

Operation Battleaxe

Summary:

Hellfire Pass begins with the Axis dominating over two-thirds of the battlefield. The challenge for the Allies is to break through to the exit hexes, if they can make it through Hellfire Pass.

Objectives:
Six VP’s, plus the Allies have exit hexes for additional Objective Medals

Battlefield:
Desert with the Halfaya Pass through which the battle takes place. Much of the battlefield is lined with Axis mines, which will slow the advance of the Allies.

Troops:
Allies have 9 Infantry, and 5 Armor.

Axis have 8 Infantry (including two Anti-tank units), 2 Armor, 2 Artillery

Allied Strategy:

1.  Allies have a numerical advantage in the center, of 3 Infantry, and 5 Armor. However, the Axis have a row of mines, and two artillery defending the section.  So Allies will need a good set of cards which provide for rapid advance, and a Barrage or Airpower card to attack the artillery would definitely help.

2. Because this scenario has an escape option for the British, speed is paramount. So remember that units which begin on the road are able to travel one extra hex.

3.  The Allies have a significant armor advantage of 5 – 2.  Use their attack and mobility to your advantage.  Some of them begin the scenario trapped behind infantry, so you need to get them out and into the game.

Axis Strategy:

1.  Initial plan for the Axis is defensive. Stay behind the sandbags and mines which you have set up.

2.  There are two Infantry units on your left flank which have no retreat.  Some lucky one-shot dice hits can quickly cut their firepower in half.

3. Your Armor has mobility, and are at the ready to defend against a flank attack on either side, or do a quick run up the road to defend the center section.

4. Your Artillery is well-positioned, but the enemy starts at the one-dice hit range.  It may be wise to wait a turn or two until they advance forward one row and then come within range of two-dice hits.

Battle Reports

(percentage of Allied victories):

48%

7
BR - Hellfire

Author:

Link:

Flanking Maneuver at Bir Hakeim

Flanking Maneuver at Bir Hakeim

scenario_FlankingManeuver_start

“Now let me tell you about that flanking maneuver at Bir Hakeim—a real brawl in the North African sands back in May and June of ‘42. Rommel was out there with his Panzers, trying to outfox and outflank the whole Allied line, and he found that weak spot right at Bir Hakeim.

But the Free French, under General Leclerc, they weren’t about to roll over and die. Hell no! Those boys dug in, held their ground, and fought like hell. Rommel’s men swung around the flanks with tanks and firepower, but the French held on—courage, grit, and a lot of lead flying every which way.

When the walls closed in, those Free French didn’t surrender. They broke out—fighting their way out of that trap like men possessed, slipping through the enemy’s fingers and living to fight another day.

So here’s the lesson, boys—a good flank can break an army, but a fighting spirit can break the odds. Those Free French showed the world what it means to hold your ground and punch your way out when you’re surrounded. That’s how you do it!”

~~ General Howitzer

5 VP’s

Card Balance:

Allies – 5

Axis – 6

Complexity:

3

Conditions:

Desert

Location:

North Africa

Year:

1942

Theater:

Mediterranean Theater

Campaign

Codename

Summary:

The Axis have a superior force against the British in this scenario. But the British are defended by a series of sandbagged infantry, and another set hidden behind mines and wire rolls. The Bir Hakeim Oasis provides medical relieft and restoration to Allied troops, just like a Medics and Mechanics card. So this adds an interesting element to the game.

Objectives:
Five hexes, plus the Axis have two hexes with Medal Objectives plus a set of Exit Hexes to go for.

Battlefield:
Open desert with one three hex berm cutting an an agnel in the center section. There is also a large minefiled on the Allies right blank, laid by the Allies.

Troops:
British – 7 Infantry, 2 Armor, and 1 Artillery. British troops are guarded by sandbags and mines.
Axis – 7 Infantry, 6 Armor, and 1 Artillery

Allied Strategy:

1. First moves: Your infantry behind the minefield will quickly be under attack from the enemey armor. Be prepared with a response. Also your armor is kind of out of the action at the start of the scenario, so get them up onto some berms to be prepared to attack the enemy. Recognize that you will get attacked by enemy armor, but it will be from a position of strength.

2.  Keep your infantry behind the sandbags as long as you can. They are preventing the enemy from getting access to the Exit hexes.

Axis Strategy:

1. As the Axis commander it is your job to locate where you will gain the five VP’s for this scenario. Many of the Allied infantry are sandbagged up on dunes, and it will be a slow slog to pick them off with your armor. But the infantry behind the minefield is more availble. There is one in a bunker and then two unprotected. But watch out as one of those infantry units is actually an Anti-tank Gun which can hit Armor with grenades, armor, and stars on the dice roll. So you may be able to get two possibly three units from your left flank. The other two VP’s will have to come from enemy armor, two units, or one armor and one infantry perhaps.

2. If the cards warrant it, try to concentrate your forces in the center section so that you can quickly respond to needs in either flank.

3. You have an artillery; use it. If you move it foward one row, the sand-bagged infantry will be within your two-dice bombardments.

4.  There are three Exit Markers available to you.  Occasionally, with the right set of cards, a commander may be able to force one or two units out the door. But this can come at a cost as you must pass heavily entrenched enemy forces to do so.

Classic Battle Reports:

(percentage of Allied victories)

31%

22
BR - Flanking

Author:

Days of Wonder

URL